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authorTharo <17233964+Thar0@users.noreply.github.com>2020-05-20 12:37:28 +0100
committerGitHub <noreply@github.com>2020-05-20 07:37:28 -0400
commit43dfaa7518e0a9048b9be9e62ba9ded339321a68 (patch)
tree483cbfe7745fce8ae9732b81a295f1474729b8de /src/code/debug_malloc.c
parent2bccbe76792617865667777692d748e3ab7fb651 (diff)
Create Macros for Cutscene Data (#63)
* Added additional (potentially unused) fields to macros, now builds OK * Ran formatter, attempted better macro formatting * Formatted unknown fields as hex, further cleanups * Rename and prefix macros, use command base macros, format cutscenes with indents * Move command macros into a new file and include it globally * Generate cutscene command macros for Bg_Toki_Swd, Cleanups * Rename CS_TEXTBOX commands to CS_TEXT, fix typo ic command_macros_base.h * Introduce CS_CMD_CONTINUE and CS_CMD_STOP * Remove apparently redundant arguments in certain commands, include the values in the macros directly * Re-add cutscene terminator destination enum values to example cutscene data * Format what should be floats as hex, Change actorAnim to actorAction * Allow floating-point representation of values in cutscene data (asm-processor hack) * Include cutscene commands only where necessary, documentation fixes * Rename actor actions to npc actions, separate player action from npc actions * Remove PlayerActionIDs for now as relevant information on it is not yet decompiled * Generate cutscene data for en_ru1, remove apparent redundancies in CS_LIGHTING and CS_PLAY/STOP/FADE_BGM commands, relax static requirement in asm-processor CutsceneData float conversion
Diffstat (limited to 'src/code/debug_malloc.c')
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